Contents solid problem in compile log Created 18 years ago2006-02-18 19:37:37 UTC by Xyos212 Xyos212

Created 18 years ago2006-02-18 19:37:37 UTC by Xyos212 Xyos212

Posted 18 years ago2006-02-18 19:37:37 UTC Post #163879
I never encountered this before, so im wondering what it means, and how to fix it. Can anyone help?

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2299.0, 2048.0, 605.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2299.0, 2048.0, 1867.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2574.0, 2048.0, 1333.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2574.0, 2048.0, 71.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2835.0, 2048.0, 1120.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2560.0, 1120.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 3072.0, 1120.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 2048.0, 825.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
Posted 18 years ago2006-02-18 19:57:36 UTC Post #163880
I got this on my compo map when I had too many like walls connected with gaps...

Lemme draw:
User posted image
Whether it is the same for you I don't know and I don't know if that is the cause either...I also believe complex brushes or clipped brushes with missing sides aka holes cause it.

Or this might not be but I once over used func_detail and I got that error.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-02-18 20:20:44 UTC Post #163887
It was that Habboi. I vertex manipulated brushes and they were at different angles, and snapped uneven by 1/2. Thanks :) But now I have a bigger (literally) problem. I compiled my map, but I could not spawn as CT or T. I flew around spectating for a while, then saw something distant in the void. I flew there (took literally 4 minutes to fly there) and it was a GIGANTIC version of my whole map! When I say gigantic, I mean doing the opposite of what a 3d skybox does. Scaling the regular map 16 times bigger!!! IT WAS INSANE. Whats weird is that the water I added wont show in the regular map, but in the giant version it does. Isthis some 3d skybox error? Very weird. Can anyone help?
Posted 18 years ago2006-02-18 20:47:24 UTC Post #163888
Got a picture?

Hm I noticed on some maps that you can noclip outside of the map and keep on flying till your map appears again however it is not solid and any enemies in the realmap don't appear there.

Also you can see your enemies like say a player in DM so you can kill him :D Or make your body suddenly warp in...
Anyway you do have CT spawns and T spawns right? info_player_ct I think...Sure your skybox settings are not set to increase by 16 times?

Does the water have nodraw on every side except the top? If water doesn't show then it is due to a leak...my coastland map was leaked and water didn't show however if you shot it water ripples showed.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-02-18 20:52:14 UTC Post #163890
Ya I got the water/players/ etc all correct. Everytime I fix a leak in the map the compile log shows another. (Each compile shows one leak, then next compile after fixing the 1st shows another) Its little things like decals outside map, cuz I had to shift a wall around and forgot to select all :( Load pointfile does the same thing as the compile log. One at a time. Guess Ill have to keep going and get dem all :( THanx again for the help :)
Posted 18 years ago2006-02-18 21:03:49 UTC Post #163892
Just goes to show you should be careful with leaks...Too many and you will lose interest or you will find it impossible to amend...I had a map that was impossible to fix.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-02-18 21:33:39 UTC Post #163897
Ya I removed lights, and high compile time items to compile fast and get a new pointfile load to find the leaks. Found like 10 so far each ONE unit gap from level to void. Good thing I split my level in 2. After 10 more Im just going to re-do the outside...................:(
You must be logged in to post a response.